-
Depth pass ignoring material’s alphas
Hello, I have a scene set up with multiple square planes, each of which have a raster material assigned to them that has an alpha channel which mimics the raster art in the color channel.
Example:
https://litteritcher.com/ms/dof3.png
https://litteritcher.com/ms/dof4.pngThis renders fine as an RGB image – https://litteritcher.com/ms/dof2.jpg – , but when I try to do a depth pass or use other features, the alpha from the material is ignored and the entire square plane is used to create the effect – https://litteritcher.com/ms/dof1.jpg – .
Is there a way to get cinema to use that material’s alpha when calculating a depth pass? I have also tried the “depth of field” effect, rather than doing a pass, but the alpha issue is present there as well.
Thanks!! – Jon